Method and apparatus facilitating realistic player interaction in a simulated skill game

ABSTRACT

A method of controlling prize targets displayed during a play in a target-interactive game includes receiving a total prize amount to be awarded for the play of the game and determining an expected target value for a respective record from a target sequence comprising a sequence of records. The method further includes selecting a target value for the respective record from a number of different available target values, where the selected target value comprises a value from among the number of different available target values that bears a predefined relationship to the expected target value. Once the target value is selected, the method includes selecting a target type correlated to the selected target value and then causing a prize target corresponding to the selected target type to be launched in the game.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialwhich is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction of the patent document or thepatent disclosure, as it appears in the U.S. Patent and Trademark Officerecords, but otherwise reserves all rights of copyright whatsoever.

CROSS-REFERENCE TO RELATED APPLICATION

This application claims the benefit, under 35 U.S.C. § 120 and § 121, ofU.S. patent application Ser. No. 15/716,474 filed Sep. 13, 2017 andentitled “Method and Apparatus for Facilitating Realistic PlayerInteraction in a Simulated Skill Game,” now U.S. Pat. No. 10,456,683.The entire content of this prior patent application is incorporatedherein by this reference.

TECHNICAL FIELD OF THE INVENTION

The invention relates to gaming systems and methods which providesimulated skill games. More particularly, invention relates to gamingsystems and methods which provide improved realism in simulated skillgames in which players interact with targets displayed over the courseof the game.

BACKGROUND OF THE INVENTION

Modern gaming systems provide a wide variety of games in an effort tocapture and maintain players' interest and thereby encourage play. Inaddition to attractive and exciting graphics, games may offer bonusgames in addition to a primary game available at a gaming machine. Inthe case of bonus games, play typically begins in a primary game andthen moves to one or more levels of bonus games in response to sometrigger in the course of play. Both primary and bonus games may providesome level of player interaction in addition to simply placing a wagerand initiating play in the game. Some gaming machines provide simulatedskill games in which the prize for a given play is predetermined and nottruly determined by the player interaction. These simulated skill gamespresent the problem of making the interaction seem realistic even thoughthe prize is predetermined and not ultimately based on the player'sinputs in the game.

SUMMARY OF THE INVENTION

The various aspects of the present invention apply to player-interactivegames in which a player's interaction appears to determine the outcomeof a play of the game while in fact the overall prize to be awarded forthe play is predetermined. In particular, aspects of the invention applyto games in which one or more prize targets are displayed on a displaysystem of a gaming machine, and the player may make an input to interactwith each prize target. Each prize target is associated with apredetermined value and a result of the play is a prize value that,while predetermined, includes the respective predetermined value of eachprize target receiving a successful interaction from the player in thecourse of the play in the game. These types of player-interactive gamesmay be referenced in this disclosure as “target-interactive” games.

Aspects of the invention will be described below particularly inconnection with a target-interactive game in which various targetsincluding prize targets are shown on a display device (or multipledisplay devices) of a gaming machine and the player may interact with agiven target by swiping across the image target on the display. Theswipe may be directly on the screen where the targets are displayed ontouch sensitive displays, or indirectly such as by control of a cursor.In this example a successful interaction is a swipe over the area of thetarget on the display screen. It will be appreciated, however, that theinvention is not limited to any particular type of interaction with adisplayed target. Aspects of the invention may also be applied toimplementations in which the interaction is a simulated firing of anobject or beam at a target, and a successful interaction is one in whichthe simulated object or beam hits the area of a target as it appears onthe display screen.

It is an object of the invention to control the launch of prize targets,that is, the display of prize targets on the display or displays(display system), to ensure that each of the player's successfulinteractions with a prize target contributes to the overall accumulatedprize in a natural fashion while the overall prize for the play of thegame remains constrained to the value that has been predetermined forthe play in the player-interactive game. A play in theplayer-interactive game may be referenced herein simply as a “play.”

According to one aspect of the present invention, a method ofcontrolling prize targets displayed during a play in atarget-interactive game includes receiving a total prize amount to beawarded for the play of the player-interactive game and determining anexpected target value for a respective record from a target sequencecomprising a sequence of records. A method according to this aspect ofthe invention further includes selecting a target value for therespective record. This target value is selected from a number ofdifferent available target values and comprises a value from among thenumber of different available target values that bears a predefinedrelationship to the expected target value. Once the target value isselected, the method includes selecting a target type correlated to theselected target value and then causing a prize target corresponding tothe selected target type to be launched in the game, that is, displayedon the display system so that the player may interact with the prizetarget. These steps of determining the expected target value, selectinga target value, selecting a corresponding target type, and then causingthe prize target to be displayed on the display system are repeated foreach respective record in the target sequence until an end condition isdetected for the play.

Some implementations according to this first aspect of the inventionhave the capability of launching prize targets in very rapid successionor essentially at the same time on the display system. Any such quantityof prize targets launched in rapid succession or essentially at the sametime may be constrained according to target type or target value. Forexample, prize targets launched in rapid succession may be constrainedto the same target type, or may be constrained to a randomly selectedtarget type. In these implementations, a number of adjacent records inthe sequence of records (the number comprising the number of targetslaunched in rapid succession or at the same time) may be linked by awave type property which specifies the desired constraints or propertiesof each such linked record and thus defines a relationship between eachsuch linked record.

Methods according to this first aspect of the invention leave theselection of a target value to immediately before, or essentially at,the time that the next prize target in the game is to belaunched/displayed. The selection of target value based on a predefinedrelationship to an expected target value essentially at the time theprize target is to be launched/displayed, takes into account theprevious interactions from the player in the course of play and helpsresult in a simulated random launching/display of targets while reducingthe risk that player interactions will result in an overall prize valuefrom interactions that either exceeds the prize value that has beenpredetermined for that play of the game or is very low compared to thepredetermined prize value.

Methods according to this first aspect of the invention may furtherinclude generating the target sequence. Each record of the targetsequence correlates to an unspecified respective target to be displayedin the play and specifies a delay from a time that a previous target isdisplayed on the display system. However, at the time the targetsequence is generated, the various records included in the sequence arepreferably not correlated to any type of target or target value. Rather,as described above, the target values and the targets themselves areselected in the course of play of the game.

Some implementations of the invention may include different modes ofplay in the course of the game. Additional game modes may be invokedduring the course of play to change various play characteristics. Forexample, an additional mode of play may introduce targets at a higher orlower rate, in a different pattern, and/or from different locations ofthe display. An additional game mode may also change a speed at whichtargets move across a display area, either slowing the speed down orincreasing the speed, or perhaps varying the speed for different targetsin the sequence. It is also possible that an additional game mode mayapply a multiplier to the predefined value of the various targets. Theseimplementations including multiple game modes may specify a game modemodifier for the play of the game, which may be a particular type oftarget, a game mode modifier target, for example. Continuing with thisexample, a successful interaction with a game mode modifier target maycause the game mode to switch from an original or main game mode to anadditional game mode. In any event, implementations including anadditional game mode (that is, mode of play in the game) may includealso generating an additional target sequence comprising a sequence ofrecords for the additional mode of play. When the play of the game is inan additional game mode, the steps of determining an expected targetvalue, selecting a target value, selecting a target, and causing theprize target to be displayed are all performed similarly as to themethod described above, but in relation to a respective record in theadditional target sequence which is made the active sequence at thatpoint in the play. In the case of the additional game mode, the processof determining an expected target value, selecting a target value,selecting a target, and causing the prize target to be displayed are allperformed for each record in the additional target sequence until an endcondition is detected for the additional game mode. This end conditionmay be a time limit for example, and the play may then switch back to amain play mode and its associated target sequence as the activesequence.

Implementations including multiple modes of play in the game may includeselecting a prize distribution between the different game modes so thatmore or less of the total prize predetermined for the play of the gamewill be awarded for a given mode. In particular, an additional mode mayincrease the number of targets and/or include a target multiplier forsuccessful interactions, and it may be desirable to have more of thepredetermined prize to be awarded from interactions in this additionalmode than in a main mode.

Determining the expected target value for each target to be displayed inthe course of a play according to aspects of the invention may includedetermining an available prize and a remaining target count. Theavailable prize may be taken as an amount by which the total prizeamount to be awarded exceeds a combined value of all prize targetshaving previously received a respective successful interaction from theplayer in the play in the game and the value of all prize targetscurrently displayed on the display system. The remaining target countcomprises at least an estimate of the remaining prize targets to bedisplayed in the play in the game.

As noted above, a target value is selected for a respective record inthe active sequence of records based on a predefined relationship to theexpected target value that has been determined for that record. Thepredefined relationship may be any suitable relationship. In someimplementations the predefined relationship may comprise the minimumdifferential to the expected target value, that is, the available targetvalue that is closest to the expected target value which has beendetermined. Other implementations may introduce an additional randomnessto the target value selection by randomly selecting an available targetvalue from within a predefined distribution about the expected targetvalue determined for that record.

Another aspect of the present invention includes a gaming machine thatprovides a target-interactive game. A gaming machine according to thisaspect of the invention includes a display system operable fordisplaying the prize targets in the course of the game, and a playerinput system operable to enable a player to interact with the displayedprize targets. A gaming machine according to this aspect of theinvention also includes at least one processor and at least one memorydevice storing instructions executable by the processor to performoperations corresponding to the method steps of the above-describedmethods. All of the above described variations in methods implementingaspects of the invention also apply to this gaming machine aspect of theinvention.

Because methods and gaming machines according to the present inventionmay be implemented with processing devices operating under the controlof program code, another aspect of the present invention includes aprogram product comprising one or more non-transitory computer readabledata storage devices storing program code. The program code isexecutable by a processor such as a gaming machine processor to performthe operations described above in connection with methods according tothe invention. The program code may include player input program code,expected target value program code, and target launching program code.The player input program code is executable to respond to eachsuccessful interaction input from a player for a given prize target toadd the predetermined value of the prize target to an accumulator. Theexpected target value program code may be executable to determine theexpected target value for each record in a sequence, while the targetlaunching program code may be executable to select a target value for agiven record, select a target type, and cause the corresponding prizetarget to be displayed as described above. Sequence generating programcode may also be included in some implementations to generate the targetsequences.

These and other advantages and features of the invention will beapparent from the following description of representative embodiments,considered along with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of a gaming machine that may be used for atarget-interactive game in accordance with implementations of thepresent invention.

FIG. 2 is a block diagram showing the various components that may beincluded in the gaming machine shown in FIG. 1.

FIG. 3 is a block diagram of a gaming system including gaming machinessuch as that shown in FIG. 1.

FIG. 4 is a process flow diagram showing an example process according toan aspect of the present invention.

FIG. 5 is a process flow diagram showing an example process ofinteraction associated with each prize target displayed in the play of atarget-interactive game according to aspects of the present invention.

FIG. 6 is a process flow diagram showing an example process ofinteraction associated with a game mode modifier target displayed in theplay of a target-interactive game according to aspects of the presentinvention.

FIG. 7 is a representation of a first point in time of a play in atarget-interactive game in accordance with aspects of the presentinvention.

FIG. 8 is a representation of a second point in time of the play thetarget-interactive game represented in FIG. 7.

FIG. 9 is a representation of a third point in time of the play in thetarget-interactive game represented in FIG. 7.

FIG. 10 is a representation of a fourth point in time of the play in thetarget-interactive game represented in FIG. 7.

FIG. 11 is a representation of a point in time of at the end of the playin the target-interactive game represented in FIG. 7.

FIG. 12 is a representation of another point in time of at the end ofthe play in the target-interactive game represented in FIG. 7.

DESCRIPTION OF REPRESENTATIVE EMBODIMENTS

FIGS. 1-3 will be used to describe gaming machines and gaming networksin which aspects of the present invention may be implemented. FIG. 4will be used to describe example methods of defining prize targets in atarget-interactive game according to various implementations of thepresent invention, while FIGS. 5 and 6 will be used to describeprocesses of player interactions in the course of a target-interactivegame. FIGS. 7-12 will be referenced below to describe an implementationof a target-interactive game employing a target control system accordingto the invention.

Referring to FIG. 1, gaming machine 100 includes a cabinet 101 having afront side generally shown at reference numeral 102. A primary videodisplay device 104 is mounted in a central portion of the front side102, and a touch-screen button panel 106 is positioned below the primaryvideo display device. In addition to primary video display device 104,the illustrated gaming machine 100 includes a secondary video displaydevice 107 positioned above the primary video display device. Gamingmachine 100 also includes two additional smaller auxiliary displaydevices, an upper auxiliary display device 108 and a lower auxiliarydisplay device 109. It should also be noted that each display devicereferenced herein may include any suitable display device including acathode ray tube, liquid crystal display, plasma display, LED display,or any other type of display device currently known or that may bedeveloped in the future. One or more of these video display devices, andespecially primary video display device 104, may be used to displaygraphics associated with a target-interactive game in accordance withaspects of the present invention. As will be described further below inconnection with FIG. 2 and elsewhere, it is also possible for gamingmachines within the scope of the present invention to include mechanicalelements such as mechanical reels. Generally, the display device ordisplay devices of the gaming machine, through which atarget-interactive game may be presented may be described in thisdisclosure and the accompanying claims as a “display system.”

The gaming machine 100 illustrated for purposes of example in FIG. 1also includes a mechanical control button 110 mounted adjacent totouch-screen button panel 106. This control button 110 may allow aplayer to make a play input to start a play in a wagering game conductedthrough gaming machine 100, while virtual buttons included (but notshown in this view) on button panel 106 or other physical buttons orcontrols may allow a player to select a bet level for a game implementedat the gaming machine and select a type of game or game feature.Touch-screen button panel 106 may also be used in implementations oftarget-interactive games to allow the player to control a cursor thatmay be displayed on another display such as display 104 or 107, forexample. Other forms of gaming machines through which the invention maybe implemented may include switches, joysticks, or other mechanicalinput devices, in addition to the virtual buttons and other controlsimplemented on touch-screen button panel 106. For example, primary videodisplay device 104 in gaming machine 100 provides a convenient displaydevice for implementing touch screen controls in addition to or in lieuof controls included on touch-screen button panel 106 or mechanicalcontrols. The player interface devices which receive player inputs inthe course of a game played through the gaming machine, such as controlsto select a wager amount for a given play, controls to enter a playinput to actually start a given play in the wagering game, or controlsto allow a player to make other player inputs in a game according to thepresent invention, may be referred to generally as a “player inputsystem.”

It will be appreciated that gaming machines may also include a number ofother player interface devices in addition to devices that areconsidered player controls for use in entering inputs in the course of aparticular game. Gaming machine 100 also includes a currency/voucheracceptor having an input ramp 112, a voucher/receipt printer having avoucher/receipt output 115, and a player card reader (not shown in theview of FIG. 1). Numerous other types of player interface devices may beincluded in gaming machines that may be used to implement embodiments ofthe present invention.

Gaming machine 100 may also include a sound system to provide an audiooutput to enhance the user's playing experience. For example,illustrated gaming machine 100 includes speakers 116 which may be drivenby a suitable audio amplifier (not shown) to provide a desired audiooutput at the gaming machine.

FIG. 2 shows a logical and hardware block diagram 200 of gaming machine100 which includes a processor (CPU) 205 along with random access memory(RAM) 206 and nonvolatile memory or storage device 207. All of thesedevices are connected on a system bus 208 with an audio controllerdevice 209, a network controller 210, and a serial interface 211. Agraphics processor 215 is also connected on bus 208 and is connected todrive primary video display device 104 and secondary video displaydevice 107 (both mounted on cabinet 101 as shown in FIG. 1). A secondgraphics processor 216 is also connected on bus 208 in this example todrive the auxiliary display devices 208 and 209 also shown in FIG. 1. Asshown in FIG. 2, gaming machine 100 also includes a touch screencontroller 217 connected to system bus 208. Touch screen controller 217is also connected via signal path 218 to receive signals from a touchscreen element associated with primary video display device 104 ortouch-screen button panel 106 or both. It will be appreciated that thetouch screen element itself typically comprises a thin film that issecured over the display surface of the respective display device suchas the display device of touch-screen button panel 106 in FIG. 1. Thetouch screen element itself is not illustrated or referenced separatelyin the FIGS.

Those familiar with data processing devices and systems will appreciatethat other basic electronic components will be included in gamingmachine 100 such as a power supply, cooling systems for the varioussystem components, audio amplifiers, and other devices that are commonin gaming machines. These additional devices are omitted from thedrawings so as not to obscure the present invention in unnecessarydetail.

All of the elements 205, 206, 207, 208, 209, 210, and 211 shown in FIG.2 are elements commonly associated with a personal computer. Theseelements may be mounted on (or connected to) a standard personalcomputer motherboard and housed in a standard personal computer housingwhich itself may be mounted in cabinet 101 shown in FIG. 1.Alternatively, the various electronic components may be mounted on oneor more circuit boards housed within cabinet 101 without a separateenclosure such as those found in personal computers. Those familiar withdata processing systems and the various data processing elements shownin FIG. 2 will appreciate that many variations on this illustratedstructure may be used within the scope of the present invention. Forexample, since serial communications are commonly employed tocommunicate with a touch screen controller such as touch screencontroller 217, the touch screen controller may not be connected onsystem bus 208, but instead include a serial communications line toserial interface 211, which may be a USB controller for example. It willalso be appreciated that some of the devices shown in FIG. 2 as beingconnected directly on system bus 208 may in fact communicate with theother system components through a suitable expansion bus. Audiocontroller 209, for example, may be connected to the system via a PCI orPCIe bus. System bus 208 is shown in FIG. 2 merely to indicate that thevarious components are connected in some fashion for communication withCPU 205 and is not intended to limit the invention to any particular busarchitecture. Numerous other variations in the gaming machine internalstructure and system may be used without departing from the principlesof the present invention. For example, a gaming machine in someembodiments of the present invention may rely on one or more dataprocessors which are located remotely from the gaming machine itself.Embodiments of the present invention may include no processor such asCPU 205 or graphics processors such as 215 and 216 at the gamingmachine, and may instead rely on one or more remote processors. Thusunless specifically stated otherwise, the designation “gaming machine”is used in this disclosure and the accompanying claims to designate asystem of devices which operate together to provide the indicatedfunctions. A “gaming machine” may include a gaming machine such asgaming machine 100 shown in FIGS. 1 and 2, which is itself a system ofvarious components, and may also include one or more components remotefrom a gaming machine cabinet (that is, cabinet 101 in FIG. 1). Thus thedesignation “gaming machine” encompasses both a stand-alone gamingmachine and a gaming machine (that is, the part housed in a cabinet suchas cabinet 101 in FIG. 1) along with one or more remote components forproviding various functions (such as generating prize amounts fortarget-interactive games, generating target sequences and performingother operations described below in the examples of FIGS. 4-6.

It will also be appreciated that graphics processors are also commonly apart of modern computer systems. Although separate graphics processor215 is shown for controlling primary video display device 104 andsecondary video display device 107, and graphics processor 216 is shownfor controlling both auxiliary display devices 208 and 209, CPU 205 or agraphics processor packaged with or included with CPU 205 may controlall of the display devices directly without any separately packagedgraphics processor. The invention is not limited to any particulararrangement of processing devices for controlling the video displaydevices included with gaming machine 100. Also, a gaming machineimplementing the present invention is not limited to any particularnumber of video display devices or other types of display devices.

In the illustrated gaming machine 100, CPU 205 executes software, thatis, program code, which ultimately controls the entire gaming machineincluding the receipt of player inputs and the presentation of thegraphics or information displayed according to the invention through thedisplay devices 104, 107, 108, and 109 associated with the gamingmachine. CPU 205 also executes software related to communicationshandled through network controller 210, and software related to variousperipheral devices such as those connected to the system through audiocontroller 209, serial interface 211, and touch screen controller 217.CPU 205 may also execute software to perform accounting functionsassociated with game play. Random access memory 206 provides memory foruse by CPU 205 in executing its various software programs while thenonvolatile memory or storage device 207 may comprise a hard drive orother mass storage device providing storage for game software, includingtarget-interactive game software (program code) prior to loading intorandom access memory 206 for execution, or for programs not in use orfor other data generated or used in the course of gaming machineoperation. Network controller 210 provides an interface to othercomponents of a gaming system in which gaming machine 100 may beincluded. An example network will be described below in connection withFIG. 3.

It should be noted that the invention is not limited to gaming machinesemploying the personal computer-type arrangement of processing devicesand interfaces shown in example gaming machine 100. Other gamingmachines through which the invention may be implemented may include oneor more special purpose processing devices to perform the variousprocessing steps for implementing the invention. Unlike general purposeprocessing devices such as CPU 205, which may comprise an Intel Pentium®or Core® processor for example, these special purpose processing devicesmay not employ operational program code to direct the various processingsteps.

The example gaming machine 100 is shown in FIG. 2 as including userinterface devices 220 (part of a player input system) connected toserial interface 211. These user interface devices may include variousplayer input devices such as mechanical buttons shown on touch-screenbutton panel 106 in FIG. 1, and/or levers, and other devices. It will beappreciated that the interface between CPU 205 and other player inputdevices such as player card readers, voucher readers or printers, andother devices may be in the form of serial communications. Thus serialinterface 211 may be used for those additional devices as well, or thegaming machine may include one or more additional serial interfacecontrollers. However, the interface between peripheral devices in thegaming machine, such as player input devices, is not limited to anyparticular type or standard for purposes of the present invention.

Reel Assembly 213 is shown in the diagrammatic representation of FIG. 2to illustrate that a gaming machine which may present target-interactivegames may also include mechanical reels. For example, a number of setsof mechanical reels may replace the primary display device 104, or atleast part of that display device. Alternatively, mechanical reels maybe included in the gaming machine behind a light-transmissive videodisplay panel. In either case, the mechanical reels represent a displaydevice for displaying various game symbols in the course of a game play.Although the invention is not limited to any particular mechanical reelarrangement or control system, mechanical reels may be controlledconveniently through serial communications which provide instructionsfor a respective stepper motor for each reel. Thus some embodiments ofthe present invention which employ mechanical reels may use a serialinterface device such as serial interface 211 to control communicationswith the reel assembly, and may not include a direct bus interconnectionas indicated by FIG. 2. Details of a mechanical reel arrangement andvarious accent lighting arrangements which may be associated withmechanical reels are not shown in the present FIGS. so as to avoidobscuring the present invention in unnecessary detail.

Referring now to FIG. 3, a networked gaming system 300 associated withone or more gaming facilities may include one or more networked gamingmachines 100 (“electronic gaming machines” or “EGM's”) connected in thenetwork by suitable network cable or wirelessly. Networked gamingmachines 100 (EGM1-EGMn) and one or more overhead displays 313 may beoperatively connected so that the overhead display or displays maymirror or replay the content of one or more displays of gaming machines100. For example, the primary display content for a given gaming machine100 (including a game play according to the present invention) may betransmitted through network controller 210 to a controller associatedwith the overhead display(s) 313. In the event gaming machines 100 havecameras installed, the respective player's video images may be displayedon overhead display 313 along with the content of the player's gamingmachine display.

The example gaming network 300 shown in FIG. 3 includes a host server301 and floor server 302, which together may function as an intermediarybetween floor devices such as gaming machines 100 and back officedevices such as the various servers described below. Game server 303 mayprovide server-based games and/or game services to network connectedgaming devices such as gaming machines 100. Central determinant server305 may be included in the network to identify or select lottery, bingo,or other centrally determined game outcomes and provide the outcomeinformation to networked gaming machines 100 which present the games toplayers.

Tournament server 306 may be included in the system for controlling orcoordinating tournament functions. These functions may includemaintaining tournament player scores and ranking in real time during thecourse of tournament play, and communicating this information to thevarious gaming machines 100 participating in the tournament. Tournamentserver 306 may also function to enroll players in tournaments, scheduletournaments, and maintain the time remaining in the various tournaments.

Progressive server 307 may maintain progressive pools for progressivegames which may be available through the various gaming machines 100. Insome implementations, progressive server 307 may simply receivecommunications indicating contribution amounts which have beendetermined by processes executing at the various gaming machines 100 orelsewhere in the gaming network. Alternatively, progressive server 307may perform processes to determine the contribution amounts forincrementing the various progressive pools which may be maintained.Progressive server 307 may also periodically communicate current poolvalues back to the various gaming machines 100, and may participate incommunicating awarded progressive prize amounts to the gaming machinesand making adjustments to the progressive prize pools accordingly. Insome implementations, progressive server 307 may also determine orparticipate in determining when a progressive prize triggering eventoccurs.

Accounting server 311 may receive gaming data from each of the networkedgaming devices, perform audit functions, and provide data for analysisprograms. Player account server 309 may maintain player account records,and store persistent player data such as accumulated player pointsand/or player preferences (for example, game personalizing selections oroptions).

Example gaming network 300 also includes a gaming website 321 which maybe hosted through web server 320 and may be accessible by players viathe Internet. One or more games may be displayed as described herein andplayed by a player through a personal computer 323 or handheld wirelessdevice 325 (for example, a Blackberry® cell phone, Apple® iPhone®,personal digital assistant (PDA), iPad®, etc.). To enter website 321, aplayer may log in with a user name that may, for example, be associatedwith the player's account information stored on player account server309. Once logged in to website 321 the player may play various games onthe website, including games according to the invention. Also website321 may allow the player to make various personalizing selections andsave the information so it is available for use during the player's nextgaming session at a casino establishment having the gaming machines 100.

It will be appreciated that gaming network 300 illustrated in FIG. 3 isprovided merely as an example of a gaming network which may facilitatetarget-interactive games according to aspects of the present invention,and is not intended to be limiting in any way. Target-interactive gamesaccording to aspects of the present invention are not limited to usewith gaming networks such as network 300.

FIG. 4 shows an example process of controlling the introduction of prizetargets on a display system for a target-interactive game in accordancewith aspects of the present invention. The illustrated method includesfirst receiving a prize amount for a play in the game and any game modemodifiers that may be presented in the course of play as shown atprocess block 402. The method further includes, at process block 404,selecting a prize distribution between game modes in the case wheremultiple different game modes are defined for the play. A targetsequence is then generated for each mode of play that may be in effectover the course of the play as shown at process block 406. These stepsshown at process blocks 402, 404, and 406, may be performed once foreach instance of target-interactive game.

The process shown in FIG. 4 next includes a series of steps shown indashed box 407 which are performed for each prize target to be displayedover the course of a play in the game. These steps include firstdetermining an expected target value as shown at process block 408. Theexpected target value here is determined for a next record in an activeone of the target sequences generated at process block 406. Theillustrated process next includes selecting a value of the prize to beassociated with that record based on the expected target value as shownat process block 412. Once the value for the record is determined, theprocess includes selecting a target having the selected target value asshown process block 414. An additional step may be taken as shown atprocess block 416 to determine whether to launch the prize target andthe prize target may be then launched, that is, displayed on the displaysystem in the event the determination is positive. The process thenchecks for an end condition as shown at decision box 418. If an endcondition is not detected the process loops back to perform steps indashed box 407 again for another record in the active target sequence.However, if the end condition is detected as indicated by an affirmativeoutcome at decision box 418, a termination process is performed asindicated at process block 420. As will be described below, thistermination process may include switching back to another targetsequence as the active sequence for the process on dash box 407, orperforming a game ending sequence depending upon the nature of the endcondition detected.

The prize amount to be awarded for a given instance of the interactivetarget game may be generated in any suitable process either at theparticular gaming machine or externally. Regardless of how andspecifically where the prize amount is determined, the present amountmay be communicated in any suitable fashion so that it is available as abasic input to the process shown in FIG. 4. Similarly, a number and typeof any game mode modifiers to be presented in the course of an instanceof the interactive target game may be generated and communicated for useby the process in FIG. 4 in any suitable fashion. It should beappreciated that some interactive target games may not include any gamemode modifiers so that the play in the game is conducted in a singlemode from start to finish.

In the event game mode modifiers are designated for an instance of aninteractive target game, methods according to the present invention mayinclude selecting a prize distribution between the game modes. Thisprize distribution represents the amount of the predetermined prize tobe awarded in the various game modes that may be entered in the play ofthe target-interactive game. While a prize distribution between variousgame modes and these multi-mode games may be consistent from one game tothe next and thus no selection performed, the selection indicated atprocess block 404 may be used to provide more variety between instancesof the game and produce an enhanced sense of realism. Where a prizedistribution is selected between game modes, the selection at processblock 404 may be in any suitable fashion to produce the desireddistribution between game modes.

Generating a target sequence for each mode as shown at process block 406in FIG. 4 includes producing a series or sequence of target records foreach mode that may become active in the course of the play. Each targetrecord in a respective generated sequence is not associated with anyparticular target from the different targets available in the game atthis point in the process. Rather, each record provides a placeholderfor the assignment of a particular target in accordance with the processsteps shown particularly at dashed box 407 in FIG. 4 in the course ofplay. In some implementations each record of a target sequence mayspecify a time delay from the launch of the immediately precedingtarget. However, the timing between the launch of targets may bespecified outside of the target sequences. In any event, the processincludes generating a separate target sequence for each mode that may bein effect over the course of the play in the game. In particular, aseparate sequence is generated for a main mode that may be in effect atthe start of the play, and a separate target sequence is generated foreach different mode that may be in effect. The number of records in eachsequence will be sufficient to ensure that a record is available foreach corresponding prize target to be displayed for that game mode.

In some implementations of the present invention, a number of individualadjacent records in a target sequence may be linked to form a wave ofrecords in the target sequence. This linking of records helps facilitatethe launch of several targets simultaneously or in rapid succession inthe course of a play in the target-interactive game. Waves of recordsmay be defined as having certain properties such as delay from aprevious wave and wave type. A wave type property may be used to defineconstraints on launched target types within the wave. These constraintscould, for example, define that the target type is selectedindependently of each other target type for records in the wave.Alternatively, a wave type constraint could require that each target inthe wave is constrained to the same target type. In cases whereindividual records from a target sequence are linked into a wave, theprocess shown in FIG. 4 may be modified so that all of the individualrecords in the wave are processed to select a prize target for therespective record prior to launching any of the prize targets selectedin the wave.

The expected target value determined at process block 408 in FIG. 4 isdefined for the illustrated process as an “Available Prize” divided by a“Remaining Target Count.” Thus the process of determining the expectedtarget value shown in FIG. 4 includes the steps of determining theAvailable Prize at process block 409 and also determining the RemainingTarget Count at that point in the play as shown at process block 410.All the steps associated with process block 408 are performed for thestate of the game for the next prize target to be launched. TheAvailable Prize determined at process block 409 comprises the valuedefined by the total prize received at process block 402 less anycollected prize, that is, prizes accumulated by successful interactionswith prize targets thus far over the course of the play (CollectedPrize), and also less the value of each target currently displayed forplayer interaction (In-Flight Prize). Values for Collected Prize andIn-Flight prize may be maintained over the process shown in FIG. 4 inany suitable manner. In particular, the Collected Prize may bemaintained by an accumulator that simply accumulates the value of eachtarget which has received a successful player interaction over thecourse of the play in the game. The In-Flight Prize value may also bemaintained by a separate accumulator that adds a target value each timea target is introduced onto the display and subtracts the target valueeach time the target is removed either by naturally leaving the displayor in response to receiving a successful player interaction. Theremaining target count may be determined easily in single mode gamessince the sequence generated at process block 406 together potentiallywith the time remaining in the play of the game determines the number oftargets that will be introduced onto the display after the given pointin time. However, implementations according to the present invention mayinclude modes that are conditional in the sense that they are onlyinvoked in response to some player interaction over the course of thegame. For example, an additional game mode may be invoked when a playersuccessfully interacts with a game mode modifier target displayed in thedisplay area. In these cases where a game mode is conditional and mayaffect the remaining target count because the mode introduces more orfewer prize targets as compared to other modes, the remaining targetcount preferably includes determining a maximum remaining target countfor performing the expected target value determination indicated atprocess block 408.

Once the expected target value is determined for the next record in theactive target sequence, the process of selecting a target value for thatrecord may simply include selecting a value from an available targetvalue list that is closest to the determined expected target value. Forexample, four different target values may be defined for the game,comprising 1, 5, 10, and 20. In the case where the expected target valueis determined to be 6.7 for a given determination as shown at processblock 408, the nearest value 5 may be selected in accordance with theprocess at block 412. Alternatively, an additional randomization may beadded to the target value selection process at block 412. For example,each value selection may be from a distribution or range of values aboutthe expected target value.

It should be noted here that methods according to the present inventionessentially automatically adjust the prize target launching process tothe player's performance. If the player is only successfully interactingwith the prize targets at a relatively low rate, the Available Prizevalue will remain constant or will decrease slowly while the RemainingTarget Count will monotonically decrease over time. Thus the expectedtarget value (Available Prize (Remaining Target Count) will increase inthese circumstances resulting in relatively higher values being selectedin the step at process block 412 in FIG. 4. Vice versa, if the playeroutperforms the average, the Available Prize will decrease rapidly andthe expected target value will also reduce quickly to values at whichrelatively lower values are selected in accordance with the step atprocess block 412 in FIG. 4.

The process of selecting a particular target type as shown at processblock 414 and FIG. 4 may include selecting a target type from a numberof available target types at a given target value. For example, severaldifferent targets may each be defined as having a value X. Where thetarget value X is determined at process block 412, selecting a targettype may include randomly selecting or selecting a suitable fashion oneof the specific target types defined as having that value X.

The process shown in FIG. 4 may include performing safeguards to ensurethat the prizes accumulated by successful player interactions over thecourse of the play does not exceed the predetermined prize valuereceived for the play at process block 402. Any suitable safeguardprocess may be employed to provide this assurance. One such safeguardwhich may be performed as indicated at process block 416 is applicablewhere target values of “1” are available for targets to be launched inthe play of the game. In this condition, the safeguard includesdetermining if the Available Prize is in fact greater than or equal tothe Remaining Target Count. If these are equal, the process may forcethe prize target to be launched to be selected from the “1” valuecategory rather than a target selected in accordance with the step atprocess block 414. If the Available Prize at that point in time is notgreater than or equal to the Remaining Target Count the process may notlaunch the next target.

The end condition to be detected as indicated at decision box 418 may beany suitable end condition for the particular target sequence active forthat instance of the process set out in dashed box 407. For example, anoverall play whether in a single mode or multiple modes may be definedas having a given duration. In this case the inquiry at decision box 418is whether that duration has been exceeded. Alternatively, the durationof the play may be defined by a certain number prize targets launchedover the course of the play. In this case the inquiry would be acomparison of the predefined number prize targets with the number ofprize targets that have been launched over the course of the play. Inany event, if the end condition is not detected the process loops backto perform the steps shown in dashed box 407 to determine the next prizetarget to be launched for the play.

It will be noted that the process steps shown in dashed box 407 in FIG.4 are applied to a given game mode in effect at that point in time inthe target-interactive game. In the case where the mode is an additionalmode of limited duration that may be entered in the course of the play,the end condition checked at decision box 418 is not the end conditionfor the play but rather the end condition for that mode. This again maybe defined in terms of duration or in terms of a number of prize targetslaunched over the course of the given additional mode.

In the event the end condition is an end condition for the play of thetarget-interactive game, the termination sequence indicated at processblock 420 may include typically a tally of the prize to be awarded forthe play. Although as noted above the prize amount is predetermined, thetally process may show the amount of the prize attributed to theplayer's successful interactions with the prize targets. Since the prizeamount for the play received at process block 402 may exceed the totalprize attributed to successful interactions with the prize targets overthe course of the play, the termination sequence at process block 420may also include displaying an additional prize amount representing thedifference between the total prize to be awarded (received at processblock 402) and the total prize indicated by successful playerinteractions with the prize targets. This additional prize amount may beshown as a mystery award or in any suitable fashion to consistent withthe simulated skill characteristics of the game. An example of atermination process will be described below in connection with FIGS. 11and 12.

Wherein the end condition indicated at process block 418 is an endcondition for a mode and not the play itself, the termination at processblock 420 simply terminates that additional game mode sequence as theactive sequence for the play and switches back to a main target sequencefor the next instance of the processes shown in dashed box 407.

FIGS. 5 and 6 may be used to describe player interactions with thetargets in the course of play in a target-interactive game according toaspects of the present invention. Referring to FIG. 5, once a prizetarget is displayed or launched on a display device as indicated atprocess block 502, the player may make an input to interact with theprize target as indicated at process block 504. In the event the inputis successful as to the target, as indicated by an affirmative outcomeat process block 506, the process includes adding the prize valueassociated with the prize target to a prize accumulator for that play ofthe game. If the input received at process block 504 is not successfulas to that target, the process loops back to receive the next playerinput.

FIG. 6 shows a process of interaction with a game mode modifier targetdisplayed on the display system in the course of a target-interactivegame. This process is applicable to implementations of the game in whicha game mode modifier target is displayed on the display device and asuccessful interaction with the target causes the game play mode tochange responsive to the successful input. As shown in FIG. 6, themethod includes displaying the game mode modifier target on the displaysystem as shown at process block 602. Once the game mode modifier targetis displayed, the player may make an input with respect to the target asindicated at process block 604. If the player input is successful as tothe game mode modifier target, the process proceeds from decision box606 to change the game mode as shown at process block 608. Otherwise, ifthe input is not successful as to the displayed game mode modifiertarget, the process loops back to receive the next player input withoutaffecting the game play mode currently in an active state.

The process of changing the game mode as indicated at process block 608involves switching the target sequence which is active for the nextprize target to be launched in the system. Referring to FIG. 4, a changein game mode is implemented by switching to the indicated additionaltarget sequence associated with the new game mode and then applying thedetermination indicated at process block 408 for the next record in thatsequence. Once a particular game mode target sequence is in an activestate, the process shown in FIG. 4 in dashed box 407 continues until theend condition is detected for that game mode or the end condition isdetected for the player in the game. In the former case, the processthen switches back to the main target sequence for further loops throughthe series of steps shown in dashed box 407 in FIG. 4. In the lattercase, the game proceeds to the termination sequence at block 420 toterminate that instance of the play.

FIGS. 7 through 10 each comprise a representation of a display producedon a suitable display system for a target-interactive game according toaspects of the invention. Each of these representations is of adifferent point in time during the course of a play in the exampletarget-interactive game. The example game illustrated in FIGS. 7 through10 displays prize targets in the form of types of fruit (lemon 701,pineapple 702, and watermelon 703) that are introduced into the displayarea 704 and move across the display area in some fashion. The playermay interact with a given target by swiping across the target as itappears in the display area 704, either directly with a finger swipewhere the display comprises a touch screen or through a cursor controlby the player in some suitable fashion. A swipe across the respectivetarget (701, 702, or 703) is considered a successful player interactionin this embodiment while a swipe that misses a target is consideredunsuccessful as to that object. In each of FIGS. 7 through 10, each ofthe displayed fruit targets is selected in accordance with the processshown in FIG. 4. Each of the fruit targets has a particular prize valuefor a successful interaction and the prize value is consistent over thecourse of the play and from one play to the next. For example thewatermelon targets 703 shown in FIG. 7 may each be worth 10 credits fora successful player interaction, while the lemon targets 701 may each beworth 5 credits. Each time a player successfully interacts with a singleone of the fruit targets on a swipe, the target may be displayed asbeing cut and splattering, and a balloon may pop up adjacent to thefruit showing the prize value for the successful interaction. As will bedescribed below in connection with FIG. 12, a separate tally may bemaintained for of prizes accrued from “Combo” interactions from theplayer. These Combo interactions are those in which a single swipecrosses multiple fruit prize targets. In the case of such Combointeractions instead of showing individual balloon popups with theawarded prize amounts next to each target as with single prize targetinteractions, the display system shows a common banner with the total ofall prize amounts collected for the Combo swipe. The banner may alsoshow the total number of prize targets affected with the swipe.

FIG. 7 provides a representation of a display system at a fairly earlypoint in a play in which no targets have received a successfulinteraction from the player. In this particular example, the play islimited to 30 seconds and a countdown timer 706 appears in the upperright-hand corner of the display showing the time left in the play. Theprize for the play is accumulated in the win meter area 708 shown in thecenter bottom of the display area 704. FIG. 7 shows a win of zero sinceno targets have received a successful interaction thus far in the play.The game mode in effect at the time of the representation shown in FIG.7 may be a main game mode which is in effect at the start of play.

FIG. 8 provides a representation from a point in the game in which anadditional game mode is active. In this game mode, the display area 704clouds or frosts over and the countdown timer 706 stops. Targets arestill introduced into the display area in accordance with the methodshown in FIG. 4, but the rate of movement across the display may bereduced. FIG. 8 shows that the player has made several successfulinteractions by that point in time with a number of prize targets havinga total value of 90 credits as shown in the win meter area. This exampleof FIG. 8 also shows an additional type of target which may be displayedin target-interactive games within the scope of the present invention.This object is represented as a bomb 801, and an interaction with thebomb target may cause all of the prize targets to be removed from thedisplay. Thus the bomb target is a target that the player perceivesshould be avoided in the course of play. Of course since the prize forthe player in the game is predetermined, whether the player interactswith it or not does not change the total prize which will ultimately beawarded for the play.

FIG. 9 shows a point in the game in which another additional game modeis active. This additional game mode is indicated by the label “FRENZY”appearing at the top of the display area 704. In this frenzy game modeexample, fruit prize targets are introduced on the display area 704according to the process shown in FIG. 4 at a higher rate than aninitial game mode and the fruit prize targets may be shown to move at ahigher rate across the display area.

FIG. 10 shows a representation of yet another additional game mode whichmay be active over the course of this example game. This furtheradditional game mode is indicated by the label “DOUBLE POINTS” appearingat the center in the upper part of display area 704. As labels suggests,in this additional game mode each successful interaction with a prizetarget is shown as awarding double the normal points for the prizetarget. For example, the lemon target 701 may normally be worth 5credits but worth 10 credits for a successful interaction in the gamemode indicated in FIG. 10.

FIGS. 11 and 12 provide representations from an example play endingsequence at the end of play for the target interaction game depicted inFIGS. 7 through 10. As shown in FIG. 11, at the end of the allotted timefor the play according to countdown timer 706, all of the prize targetsare caused to clear off display area 704 and a single game ending target1101 enters the display area. This game ending target 1101 is used toaward any amount remaining in order to reach the predetermined totalprize to be awarded for the play in the game as described above inconnection particularly with process block 402 in FIG. 4. In particularthe process described in FIG. 4 controls the display of prize targets indisplay area 704 to guarantee that the total successful playerinteractions produce at least a minimum differential to the overallprize so that an additional prize may be shown by the game ending target1101 depicted in FIG. 11. The prize associated with game ending target1101 shown in FIG. 11 may not require a successful interaction from theplayer in order for the prize value associated with that target to bedisplayed and added to the overall prize awarded for the play of thegame. FIG. 11 shows the state in the display system while the valueassociated with game ending target 1101 is not yet displayed and thevalue accumulated by successful player interactions with the targets isshown in the win meter area 708 as 675 credits. FIG. 12 is arepresentation of the display which tallies the various components ofthe total prize awarded for the play, which is 875 credits in this case.The tally shows credits from various successful interactions in the formof regular credits under the label “CREDITS” and credits from Combosunder the “COMBOS” label, and also shows the value of the game endingtarget 1101 to be 200 credits in this example.

As used herein, whether in the above description or the followingclaims, the terms “comprising,” “including,” “carrying,” “having,”“containing,” “involving,” and the like are to be understood to beopen-ended, that is, to mean including but not limited to. Also, itshould be understood that the terms “about,” “substantially,” and liketerms used herein when referring to a dimension or characteristic of acomponent indicate that the described dimension/characteristic is not astrict boundary or parameter and does not exclude variations therefromthat are functionally similar. At a minimum, such references thatinclude a numerical parameter would include variations that, usingmathematical and industrial principles accepted in the art (e.g.,rounding, measurement or other systematic errors, manufacturingtolerances, etc.), would not vary the least significant digit.

Any use of ordinal terms such as “first,” “second,” “third,” etc., inthe following claims to modify a claim element does not by itselfconnote any priority, precedence, or order of one claim element overanother, or the temporal order in which acts of a method are performed.Rather, unless specifically stated otherwise, such ordinal terms areused merely as labels to distinguish one claim element having a certainname from another element having a same name (but for use of the ordinalterm).

In the above descriptions and the following claims, terms such as top,bottom, upper, lower, and the like with reference to a given feature areintended only to identify a given feature and distinguish that featurefrom other features. Unless specifically stated otherwise, such termsare not intended to convey any spatial or temporal relationship for thefeature relative to any other feature.

The term “each” may be used in the following claims for convenience indescribing characteristics or features of multiple elements, and anysuch use of the term “each” is in the inclusive sense unlessspecifically stated otherwise. For example, if a claim defines two ormore elements as “each” having a characteristic or feature, the use ofthe term “each” is not intended to exclude from the claim scope asituation having a third one of the elements which does not have thedefined characteristic or feature.

The above described preferred embodiments are intended to illustrate theprinciples of the invention, but not to limit the scope of theinvention. Various other embodiments and modifications to thesepreferred embodiments may be made by those skilled in the art withoutdeparting from the scope of the present invention. For example, in someinstances, one or more features disclosed in connection with oneembodiment can be used alone or in combination with one or more featuresof one or more other embodiments. More generally, the various featuresdescribed herein may be used in any working combination.

The invention claimed is:
 1. A method of controlling targets displayedduring a play in a player-interactive game conducted through a gamingmachine, the method including: (a) at a data processing systemassociated with the gaming machine, receiving a total prize amount to beawarded for the play of the player-interactive game; (b) under controlof the data processing system, determining an expected target value fora respective record from a target sequence comprising a sequence ofrecords, wherein a number of adjacent records in the sequence of recordsare linked by a wave type property; (c) under control of the dataprocessing system, selecting a target value for the respective recordfrom a number of different available target values, the selected targetvalue comprising a value from among the number of different availabletarget values that (i) bears a predefined relationship to the expectedtarget value, and, (ii) where the respective record is linked by thewave type property, is consistent with the wave type property; (d) undercontrol of the data processing system, selecting a target typecorrelated to the selected target value; (e) causing a prize targetcorresponding to the selected target type to be displayed on a displaysystem of the gaming machine under control of the data processingsystem; and (f) repeating steps (b), (c), (d), and (e) for eachrespective record in the target sequence until an end condition isdetected for the play of the player-interactive game.
 2. The method ofclaim 1 further including: (a) generating the target sequence undercontrol of the data processing system, each record of the targetsequence correlating to an unspecified respective target to be displayedin the play of the player-interactive game and specifying a delay from atime that a previous target is displayed on the display system; (b) fora game mode modifier specified for the play of the player-interactivegame, generating an additional target sequence under control of the dataprocessing system, the additional target sequence comprising a sequenceof records for an additional mode of the play of the player-interactivegame, wherein a number of adjacent records in the sequence of recordsfor the additional mode of play in the player-interactive game arelinked by an additional mode wave type property; (c) when the play ofthe player-interactive game is in a game mode corresponding to theadditional target sequence, determining, under control of the dataprocessing system, an expected target value for a respective record ofthe additional target sequence; (d) under control of the data processingsystem, selecting an additional target value for the respective recordof the additional target sequence from the number of different availabletarget values, the selected additional target value comprising a valuefrom among the number of different available target values that (i)bears the predefined relationship or another predefined relationship tothe expected target value determined for the respective record of theadditional target sequence, and, (ii) where the respective record of theadditional target sequence is linked by the additional mode wave typeproperty, is consistent with the additional mode wave type property; (e)under control of the data processing system selecting an additionaltarget type correlated to the selected additional target value; (f)causing a prize target corresponding to the selected additional targettype to be displayed on the display system under control of the dataprocessing system; and (g) repeating steps (c), (d), (e), and (f) ofthis claim for each respective record in the additional target sequenceuntil an end condition is detected for the game mode corresponding tothe additional target sequence.
 3. The method of claim 2 furtherincluding under control of the data processing system selecting a prizedistribution between the game mode corresponding to the additionaltarget sequence and a game mode corresponding to the target sequence. 4.The method of claim 1 wherein determining the expected target valueincludes determining an available prize value, the available prize valuecomprising an amount by which the total prize amount to be awardedexceeds a combined value of all prize targets having previously receiveda respective successful interaction from a player in the play in theplayer-interactive game and the value of all prize targets currentlydisplayed on the display system.
 5. The method of claim 4 whereindetermining the expected target value includes determining a remainingtarget count, the remaining target count comprising at least an estimateof the remaining prize targets to be displayed in the play in theplayer-interactive game.
 6. The method of claim 1 wherein the predefinedrelationship to the expected target value comprises the minimumdifferential to the expected target value.
 7. The method of claim 1wherein the predefined relationship to the expected target valuecomprises a randomly selected value within a predefined distributionabout the expected target value.
 8. The method of claim 1 wherein thewave type property specifies a target type constraint which defines arelationship between each respective record linked by the wave typeproperty.
 9. A gaming machine providing a player-interactive game, thegaming machine including: (a) a display system; (b) a player inputsystem; (c) at least one processor; and (d) at least one memory devicestoring instructions executable by the at least one processor to: (i)receive a total prize amount to be awarded for a play of theplayer-interactive game, (ii) determine an expected target value for arespective record from a target sequence comprising a sequence ofrecords, wherein a number of adjacent records in the sequence of recordsare linked by a wave type property, (iii) select a target value for therespective record from a number of different available target values,the selected target value comprising a value from among the number ofdifferent available target values that bears a predefined relationshipto the expected target value, and, where the respective record is linkedby the wave type property, is consistent with the wave type property,(iv) select a target type correlated to the selected target value, (v)cause a prize target corresponding to the selected target type to bedisplayed on the display system, and (vi) repeat (ii), (iii), (iv), and(v) for each respective record in the target sequence until an endcondition is detected for the play of the player-interactive game. 10.The gaming machine of claim 9 wherein the instructions are furtherexecutable by the at least one processor to: (a) generate the targetsequence, each record of the target sequence correlating to anunspecified respective target to be displayed in the play of theplayer-interactive game and specifying a delay from a time that aprevious target is displayed on the display system; (b) for a game modemodifier specified for the play of the player-interactive game, generatean additional target sequence comprising a sequence of records for anadditional mode of the play of the player-interactive game; (c) when theplay of the player-interactive game is in a game mode corresponding tothe additional target sequence, determine an expected target value for arespective record of the additional target sequence; (d) select anadditional target value for the respective record of the additionaltarget sequence from the number of different available target values,the selected additional target value comprising a value from among thenumber of different available target values that bears the predefinedrelationship or another predefined relationship to the expected targetvalue determined for the respective record of the additional targetsequence; (e) select an additional target type correlated to theselected additional target value; (f) cause a prize target correspondingto the selected additional target type to be displayed on the displaysystem; and (g) repeat steps (c), (d), (e), and (f) of this claim foreach respective record in the additional target sequence until an endcondition is detected for the game mode corresponding to the additionaltarget sequence.
 11. The gaming machine of claim 10 wherein theinstructions are further executable by the at least one processor toselect a prize distribution between the game mode corresponding to theadditional target sequence and a game mode corresponding to the targetsequence.
 12. The gaming machine of claim 9 wherein determining theexpected target value includes determining an available prize value, theavailable prize value comprising an amount by which the total prizeamount to be awarded exceeds a combined value of all prize targetshaving previously received a respective successful interaction from aplayer in the play of the player-interactive game and the value of allprize targets currently displayed on the display system.
 13. The gamingmachine of claim 12 wherein determining the expected target valueincludes determining a remaining target count, the remaining targetcount comprising at least an estimate of the remaining prize targets tobe displayed in the play of the player-interactive game.
 14. The gamingmachine of claim 9 wherein the predefined relationship to the expectedtarget value comprises the minimum differential to the expected targetvalue.
 15. The gaming machine of claim 9 wherein the predefinedrelationship to the expected target value comprises a randomly selectedvalue within a predefined distribution about the expected target value.16. The gaming machine of claim 9 wherein the wave type propertyspecifies a target type constraint which defines a relationship betweeneach respective record linked by the wave type property.
 17. A programproduct comprising one or more non-transitory computer readable datastorage devices storing program code for a player-interactive gameconducted through a gaming machine including a display system, theprogram code including: (a) player input program code executable by atleast one processor to, responsive to each successful interaction inputreceived in a play of the player-interactive game for a respectivetarget, add a predetermined value associated with the respective targetto a prize accumulator; (b) expected target value program codeexecutable by the at least one processor to determine an expected targetvalue for a respective record from a target sequence comprising asequence of records, wherein a number of adjacent records in thesequence of records are linked by a wave type property; (c) targetlaunching program code executable by the at least on processor to: (i)select a target value for the respective record from a number ofdifferent available target values, the selected target value comprisinga value from among the number of different available target values thatbears a predefined relationship to the expected target value, and, wherethe respective record is linked by the wave type property, is consistentwith the wave type property; (ii) select a target type correlated to theselected target value; (iii) cause a prize target corresponding to theselected target type to be displayed on the display system; and (iv)repeat (b) and (c) of this claim for each respective record in thetarget sequence until an end condition is detected for the play of theplayer-interactive game.
 18. The program product of claim 17 furtherincluding sequence generating program code executable to generate thetarget sequence, each record of the target sequence correlating to anunspecified respective target to be displayed in the play of theplayer-interactive game and specifying a delay from a time that aprevious target is displayed on the display system.
 19. The programproduct of claim 18 wherein the sequence generating program code is alsoexecutable to: (a) generate the target sequence, each record of thetarget sequence correlating to an unspecified respective target to bedisplayed in the play of the player-interactive game and specifying adelay from a time that a previous target is displayed on the displaysystem. (b) generate an additional target sequence for a game modemodifier specified for the play of the player-interactive game, theadditional target sequence comprising a sequence of records for anadditional mode of play of the game.
 20. The program product of claim 19wherein: (a) the expected target value program code is also executable,when the play of the player-interactive game is in a game modecorresponding to the additional target sequence, determine an expectedtarget value for a respective record of the additional target sequence;and (b) the target launching program code is also executable to: (i)select an additional target value for the respective record of theadditional target sequence from the number of different available targetvalues, the selected additional target value comprising a value fromamong the number of different available target values that bears thepredefined relationship or another predefined relationship to theexpected target value determined for the respective record of theadditional target sequence; (ii) select an additional target typecorrelated to the selected additional target value; (iii) cause a prizetarget corresponding to the selected additional target type to bedisplayed on the display system; and (iv) repeat steps (a) and (b) ofthis claim for each respective record in the additional target sequenceuntil an end condition is detected for the game mode corresponding tothe additional target sequence.